CC-8564 "Inquisitor" by Kolos

Species
Clone
Career
Clone Soldier
Specializations
Clone Officer | Separatist Commander | Senator
System
Age of Rebellion

4
Threshold 13
Current 0
Threshold 16
Current 0
Ranged 0
Melee 0

Placeholder Image

Characteristics

2
2
2
2
4
3

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) 0
Athletics (Br) X 0 +b
Charm (Pr) X 0 +b
Coercion (Will) X 6 +up, +adv, (if Mass combat +3b)
Computers (Int) 0
Cool (Pr) X 2
Coordination (Ag) 0
Deception (Cun) X 0
Discipline (Will) X 1
Leadership (Pr) X 1 +3b
Mechanics (Int) 0
Medicine (Int) X 0
Negotiation (Pr) X 0 +b
Perception (Cun) 0 +1u,+b
Piloting: Planetary (Ag) 0
Piloting: Space (Ag) 0
Resilience (Br) 1 +b
Skulduggery (Cun) 0
Stealth (Ag) 0
Streetwise (Cun) 0
Survival (Cun) 0
Vigilance (Will) X 0
Brawl (Br) X 0
Gunnery (Ag) 0
Lightsaber (Br) 0
Melee (Br) 0
Ranged: Light (Ag) X 2
Ranged: Heavy (Ag) X 3
Knowledge: Core Worlds (Int) 0
Knowledge: Education (Int) X 0
Knowledge: Lore (Int) 0
Knowledge: Outer Rim (Int) X 0
Knowledge: Underworld (Int) 0
Knowledge: Warfare (Int) X 1
Knowledge: Xenology (Int) 0

Attacks

LBR-9 Stun Rifle
Range
Long
Skill
Ranged: Heavy
Accurate 2, Stun 5, Disorient 5, Pierce 1, Stun Damage
Damage
13
Critical
N/A
Bolter (Dueling Pistol)
Range
Short
Skill
Ranged: Light
Accurate 1, Inaccurate 1, Pierce 3, Limited Ammo 1, (Prepare 1)
Damage
12 (20)
Critical
2
M8 Combat Knife
Range
Engaged
Skill
Melee
Accurate 1, Pierce 1
Damage
+1
Critical
3
EMP Grenade
Range
Short
Skill
Ranged: Light
Blast 6, Disorient 3, Ion, Limited Ammo 1
Damage
8
Critical
4
Crafted Grenade
Range
Medium
Skill
Ranged: Light
Ion, Blast 6, Limited Ammo 5, Superior
Damage
10
Critical
4

5
360
577
15/25

Weapons & Armor

---Armor---
--Phase II Clone Trooper Armor: Encum 4,+2 Soak, HP 4
Attachments:
-Clone Polarized Electrobinoculars: Built in, + □ perception, -■ perception due to distance or low light, +1 percection
-Multi-Band Comlink: Built in, Long Range Comlink is integrated into the helmet
-Integrated Holsters: HP 2, Encum 4, +4 Encum Thresh, may holster 5 weapons with encum 3 or less, holstered weapons does not count towards encum thresh, Have Innate Quickdraw, and add 2 setback to being found

--Weapons---
--LBR-9 Stun Rifle: Encum 6, HP 4, Base: Dam 10, Crit N/A, Long Range, Qualities: Disorient 2, Stun Damage
-Attachments:
-Mandalorian Chamber: 1 HP, +5 Stun Quality, +3 Disorient
-Custom Grip: 1 HP, -1 ■ to you, +2 ■ to others, +1 accurate
-Augmented Spin Barrel: 2 HP, +3 Dam, +1 Accurate, +1 Pierce, +■ to maintenance of weapon

--Bolter (Dueling Pistol): Encum 2(Holstered), HP 5(RE)(Exceptional Performance)(Intuitive Improvements)(Has the HappyPanda makers mark) base: Dam 9, Crit 2, Short Range, Qualities: Accurate 1, Limited Ammo 1, Pierce 1
-Attachments:
-Blaster Actuating Module: HP 1, +3 Dam, +2 Pierce, +1■
-Overcharge Valve: HP 2, As an incidental, weapon gains Prepare 1 quality and increases damage by 4 for the next attack made. Then weapon runs out of ammunition.
-Xciter Overcharge: HP,HP 2, As an incidental, weapon gains Prepare 1 quality and increases damage by 4 for the next attack made. Then weapon runs out of ammunition. 3 threat or a despair can be spent by gm to make weapon explode and deal full damage to the user.

-M8 Combat Knife: Encum 1(in Holsters), HP 1, Base: Dam +1, Engaged Range, Qualities: Accurate 1, Pierce 1

-EMP Grenade(x2)(in holster) Encum 1, HP 0, Base: Dam 8, Crit 4, Short Range, Qualities: Blast 6, Disorient 3, Ion, Limited Ammo 1

-Crafted Grenade (in Holster) Encum 1, HP 0, Base: 9 Dam, Crit 4, Medium Range, Ion, Blast 6, Limited Ammo 5, Superior

Personal Gear

---Carrying---
-Utility Belt Encum +1
-Load-Bearing Gear Encum +3
-MK. III Modular Backpack Encum+2
--x6 Pouches Encum +6
-Tool Bag (Surveyor's Bag) Encum +2
-Infabunaculars Encum 1, can see through 2 meters of wall, can switch to Electrobinoculars setting
-Collar-Amp Encum 0, Can boost wearer's voice so that he can be heard up to long or extreme range(depending on terrain and environmental conditions), can hook into a sound or entertainment system for improved sound quality
-x2 Magnacuffs, require a Formidable Coordination check to escape.
-Ear Drum Buster(Collar Amp) Encum 1
---Cybernetics---
1/2
-Cybernetic Implant (Coercion)(Eye)(Pupil is replaced with the 🝪)
--Unobtrusive: +setback to notice

Assets & Resources

---Tools---
--Bolter (Specialist Tool: Coercion)(+1 success) Encum 1
-Lightweight (7)(-7 encum)
-Compact (3)(3 setback to find)
-Safety Features (+1 adv)
-Inbuilt Weapon (Dueling Pistol)
-Supreme Craftsmanship (upgrade)

--Ear Drum Buster (very loud Collar amp)(Precision Instrument: Coercion)(Exceptional Performance)(-3 Setbacks) Encum 1
-Lightweight (4)(-4 encum)
-Compact (3)(3 setback to find)
-Safety Features (+1 adv)
-Supreme Craftsmanship (upgrade)
-Exceptional Performance (-1 Setback)

---Requisitioned---

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Command 3 AoR 144 The character gains a boost per rank of Command when making Leadership checks (or other checks to inspire, lead, or rally an audience). Inspired targets also add a boost per rank to any subsequent Discipline checks they make over the next twenty-four hours (this does not increase with additional ranks of Command).
Cruel Commander CotR 38 When upgrading the ability of a Mass Combat check in a mass combat in which the character is the commander of the acting force (or when upgrading the difficulty if the character is the commander of the enemy force). the character may use ranks in Coercion instead of ranks in Leadership.
Tactical Advance RotS 43 While in cover, the character may suffer 2 strain to perform the Tactical Advance incidental. Until the end of the character's next turn the character and allies within short range may move out of cover and continue to receive its benefits.
Prime Position 1 RotS 41 When the character or ally within short range takes cover, the character taking cover increases their soak by one pet rank of Prime Positions against ranged attacks until they leave that cover.
Physical Training 1 RotS 41 The character adds □ per rank of Physical Training to their Athletics and Resilience checks.
Intimidating 2 AoR 150 When attempting a Coercion check, the character may suffer a number of strain to downgrade the dif- ficulty of the check a number of times equal to the strain suffered. This number cannot exceed his ranks in Intimidating. When the character is the target of a Coercion check, the character may suffer a number of strain to upgrade the difficulty of the check a number of times equal to the strain suffered. This number cannot exceed his ranks in Intimidating.
Plausible Deniability 1 AoR 154 The character removes a setback per rank of Plausible Deniability from his Coercion and Deception checks.
Grit 1 AoR 148 Each rank of Grit increases a character's strain threshold by one.
Nobody's Fool 1 AoR 154 The difficulty of any Charm, Coercion, and Deception checks attempted against the character is upgraded once for each rank of Nobody's Fool.

Background

Like every other clone, he was created Kamino. though not specifically created for a leadership position, during initial training he showed a knack for leadership and most prominently interrogation, this was deemed advantageous and CC-8564 was removed from his initial trooper training and re assigned to officer training. Though not apart of the initial conflicts of the war, he is eager to prove himself in the battles yet to come.

Motivation

-Clone Officer-
■ □ □ ■
■ ■ □ □
□ □ □ □
□ □ □ □
□ □ □ □

-Separatist Commander-
□ □ ■ ■
□ □ ■ □
□ □ □ □
□ □ □ □
□ □ □ □
-Senator-
□ □ ■ ■
□ □ □ ■
□ □ □ □
□ □ □ □
□ □ □ □

Duties

**Duty: Intelligence**
```Officers who focus on intelligence-gathering seek to take as many prisoners as possible, and they expect their troops to keep an eye out for sources of information that can be used against the enemy. They take great interest in interrogating captured foes, often doing the work themselves to ensure that every salient detail is pinpointed and exploited. This micromanagement can be detrimental, however, as it has potential to distract Officers from their other duties. Likewise, their methods as interrogators can shape others' perception of both their units and themselves.```

**Motivation: Extraction**
```Sometimes the only way to learn a secret is to persuade those with the information to part with it. Characters motivated in this way often develop effective techniques for pulling secrets from the CIS, making themselves quite invaluable to the Republic war effort.```

Description

1.90 meters tall, with a Flat Top haircut, no facial hair. Has a scar on his bicep from being hit by a Primed Pulse Cannon(Horrific Injury)(cosmetic) and an Impressive Scar on his neck from a Disruptor Rifle(The End Is Nigh)(Gives Intimidating).

+20 XP (Operation: How Little We Know)
+30 XP (Operation: Blood and Soil II)
+15 XP (Operation: Guard the Flank)
+5 XP (-48 Hours)

Other Notes

---XP---
-Character Creation-
100 XP (Clone Starting)
-30 XP (Willpower)
-40 XP (Willpower)
-30 XP (Presence)
-0 XP (Knowledge: Warfare Skill: Race)
-0 XP (Resilience Skill: Race)
-0 XP (Physical Training Talent: Race)
-0 XP (Cool Skill: Carrer)
-0 XP (Ranged: Light Skill: Carrer)
-0 XP (Ranged: Heavy Skill: Carrer)
-0 XP (Discipline Skill: Carrer)
-0 XP (Coo Skill: Spec)
-0 XP (Leadership Skill:Spec)
-Post Creation-
0 XP (Leftover from creation)
+150 XP (Heroic-Level Play)
-20 XP (Separatist Commander Tree)
-5 XP (Command Talent)
-10 XP (Cruel Commander Talent)
-5 XP (Coercion Skill)
-10 XP (Coercion Skill)
-15 XP (Coercion Skill)
-5 XP (Command Talent)
-10 XP (Tactical Advance)
-10 XP (Command Talent)
-10 XP (Ranged: Heavy)
-15 XP (Ranged: Heavy)
-5 XP (Command Talent)
-10 XP (Tactical Advance)
-10 XP (Command Talent)
+25 XP (Operation: Street Sweeping)
+20 XP (Operation: Listen Here)
-5 XP (Intimidating Talent: The End Is Nigh Scar)
-5 XP (Intimidating Talent)
-20 XP (Coercion Skill)
+15 XP (Operation: Guard the Flank)
-25 XP (Coercion Skill)
-10 XP (Ranged: Light Skill)
+30 XP (Operation: Blood and Soil II)
-30 XP (Senator Tree)
-5 XP (Plausible Deniability)
+20 XP (Operation: How Little We Know)
-5 XP (Grit Talent)
-10 XP (Nobody's Fool Talent)
=5/360 XP

---Credits---
500 CR (Starting)
+9,000 CR (Heroic-Level Play)
+2,500 CR (-10 Duty)
-1,000 CR (Clone Trooper Kit)
--(Phase 2 Clone Trooper Armor, DC-17 Hand Blaster, M8 Combat Knife, 3x EMP Grenades)
-2,800 CR (BlasTech LBR-9 Stun Rifle)
-250 CR (Mandalorian Chamber)
-600 CR (3x Disorient +1, 2x Stun +1, 1x Range +1 for Mandalorian Chamber)
-500 CR (Custom Grip)
-100 CR (+1 Accurate for Custom Grip
-1,750 CR (Augmented Spin Barrel)
-400 CR (2x Damage +1, 1x Accurate +1, 1x Pierce +1 for Augmented Spin Barrel)
-300 CR (integrated Holsters)
-150 CR (Collar-Amp, with sound system link)
-25 CR (Utility Belt)
-100 CR (Load-Bearing Gear)
-50 CR (Surveyor's Bag)
-100 CR (Perception Skill +1 for Clone Polarized Electrobinoculars)
-500 CR (Infabunaculars, With long range package)
-600 CR ( 2x Add 1 setback dice to Perception checks to find weapons in armor, 3x Holster 2 additional weapon, Innate Quickdraw for Integrated Holsters)
-75 CR (MK. III Modular Backpack)
-90 CR (x6 MK. III Modular Backpack Pouch)
-1,100 (XCiter Overcharge)
-750 CR (Needle Gloves)
-200 CR (x2 MCI-100 Magnacuffs)
+1,000 CR (Operation: Street Sweeping)
-675 CR (Dueling Pistol: 750-10%)
+1000 CR (Operation: Listen Here)
-375 CR (Overcharge Valve: 1,500-75%)
-500 CR (Blaster Actuating Module)
-0 CR (2x +1 Dam, +2 Pierce for Blaster Actuating Module Modded by Cuvier)
-0 CR (Reverse Engineer and Exceptional Performance for Dueling Pistol added by Cuvier)
+1,000 CR (Operation: Guard the Flank)
-70 CR (2x Grenades crafted)
-188 CR (Dueling Pistol fixed)
-1100 CR (Xciter Overcharge)
+1000 CR (Operation: Blood and Soil II)
-140 CR (x4 Grenades)
-1,500 CR (Built Coercion Cybernetic)
+1,000 CR (Operation: How Little We Know)
-400 CR (Specialist tool)
-35 CR (Grenade)
=577 CR

---Duty---
10 Duty (Starting)
-10 Duty (+2,500 CR)
+15 Duty (Operation: Street Sweeping)
+15 Duty (Operation: Listen Here)
+15 Duty (Operation: Guard the Flank)
+10 Duty (Operation: Blood and Soil II)
+15 Duty (Operation: How Little We Know)
=55 Duty

---Hours---
+24 Hours (Operation: Street Sweeping)
+24 Hours (Operation: Listen Here)
+24 Hours (Operation: Guard the Flank)
-2 Hours (x2 Grenades)
+24 Hours (Operation: Blood and Soil II)
-4 Hours (x4 Grenades)
-14 Hours (Built Coercion Cybernetic)
+24 Hours (Operation: How Little We Know)
-1 Hour (Grenade)
-1 Hour (Specialist Tool)
-9 Hours (trying and eventually making a Precision Instrument)
=89 Hours

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